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Found 6 results

  1. I'm not liking that a quick look around with the mouse causes a frame of reference change for jet pack controls. Controls staying with Kerbal, not camera, is simpler and expected behavior.
  2. I feel like I suggested this once before, but I can't find the thread. Anyway, with Kerbals getting parachutes, I feel it is time to revisit the idea! The basic idea is to give the player backpack options for the Kerbals, so you choose whichever backpack type suits you. The default backpack is the EVA pack, and if you change the backpack for a given seat on your craft, it will save that setting with the craft. Perhaps you could store extra backpacks in the command module and switch while on mission, with each command module having its own backpack storage limit. EVA Pack: The vanilla backpack. It's excellent for maneuvering in low or zero-G, and can be used to easily fly on the Mun or any body with similar or lower gravity. Comes with a hose that can connect to another EVA pack or a fuel tank to transfer monopropellant. Parachute: Exactly what has now been given to all Kerbals. With my idea, it's an option which carries an opportunity cost. Excellent for a Kerbin or Laythe landing, might even be strong enough to survive a landing on Duna. Jetpack: Much higher thrust than EVA pack, but only provides thrust in one direction and it has lower total dV, meaning the burn time is much shorter. You can use it to travel upwards pretty fast even on Kerbin, and it is strong enough to lift Kerbals on Eve. Despite having thrust in only one direction, the user can twist their body to affect their heading slightly. Comes with a hose that can connect to another jetpack or fuel tank to transfer liquid fuel and/or oxidizer. Storage Pack: It's a backpack for holding things. This would go well with Kerbal Attachment System if it were made stock. Various small items could be placed inside and carried around by the Kerbal to be deployed later. Could be interesting if engineers were given some various tools to use. Comms Array: A medium-range radio transmitter with antenna and battery pack which can be used to relay science reports. Comes with a cord that can connect to another comms array or battery to transfer electric charge. Just for fun: Wingsuit: A folded pair of glider wings which can be extended while falling to enable the Kerbal to do impressive aerial stunts. Also comes with a tiny one-use solid rocket which can be used either to lift the Kerbal off the ground initially or to get a temporary speed boost while in mid-air.
  3. Has anyone else experienced this phenomenon, where you begin firing the jetpack while on the surface of a body like The Mun or Minmus, and your Kerbal sticks to the ground for a second before flying up? Is it something to do with the new surface textures? EVA Jetpack sticking Another seemingly related issue is that the EVA Jetpack will not fire if you are moving forward--you must release the 'W' key and then activate the jetpack. In the video, I am trying to activate the jetpack to no avail while running forward. I do run with mods but I also was able to reproduce these issues with all mods removed.
  4. Hi all, Looking for some help. I cannot not get my head around how Kerbals operate in zero gravity. I always end up with them going in directions they aren't meant to. Is there a good tutorial somewhere? I've read the page on the wiki and it hasn't helped me understand it at all.
  5. Hello. Please look at my first part-addon. Work in progress. This part is for refueling your jetpack in EVA. The propellant is taken from the ship's supplies. Download beta version: https://github.com/HuXTUS/KSP-SuitRefuelPlugin/releases License: MIT https://github.com/HuXTUS/KSP-SuitRefuelPlugin/blob/master/LICENSE I'm really bad at drawing, and Blender and Unity I downloaded a week ago. If someone wants to participate and make a model of this "closet" for me, I will be happy.
  6. Hi, since today I have no sound on useing the stock jetpack. Did not change anything in mods or game?!
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